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rys.sommefeldt.com
| | rosenzweig.io
14.1 parsecs away

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| | therealmjp.github.io
15.3 parsecs away

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| | Lately I've been thinking about things in graphics that have long worn out their welcome, and I started a list of techniques that I hope will be nowhere in sight once everyone moves on to next-gen console hardware (or starts truly exploiting high-end PC hardware). Here they are, in no particular order: Phong/Blinn-Phong - we need more expressive BRDF's for our materials, and these guys are getting in the way. Phong is just plain bad, as it doesn't even produce realistic streaks at glancing angles (due to using the reflection vector and not the halfway vector like with microfacet-based BRDF's).
| | alain.xyz
10.0 parsecs away

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| | A review of the state of the art in real time renderer architectures.
| | www.softdevtube.com
92.5 parsecs away

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| Programming history is filled with bugs that turned out to be features and limitations that pushed developers to make even more interesting products. We'll journey through code that was so 'bad' it was actually good. Along the way we'll look at the important role failure plays in learning. Then we'll tame our inner perfectionists and